[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #750 (ISO) » Mon Apr 27, 2009 8:01 am

Post by charter »

Empking wrote:Charter: It can't be better than a cop.
Watcher is better than cop.

edit: Actually, I guess if scum know there is a watcher, and to avoid it, then a watcher in an open setup might be ok. But watcher/tracker is too good.
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Post Post #751 (ISO) » Mon Apr 27, 2009 8:11 am

Post by Empking »

dahill1 wrote:
Empking wrote:
dahill1 wrote:How in the hell do they win if they kill themselves? And there's a GF??

Can someone else please explain this to him
I never said kill themselves, I said "sacrifice"
Well if they attack the tracker they are as good as dead.
And end up with a 2/3 chance of winning.
Empking wrote:No there's not a GF but in this set up a mafia that doesn't take actions is as good as a GF.
lol yeah but then THE MAFIA CAN'T KILL


If they want GF-ess for both but if they just want it for one they just don't have to role block.

Charter: How powerful is a tracker compared to a doc?
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Post Post #752 (ISO) » Mon Apr 27, 2009 8:12 am

Post by Empking »

Cake E9 V.2


1 Goon
1 RB

1 Reporter
1 Watcher
5 Townies
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #753 (ISO) » Mon Apr 27, 2009 8:17 am

Post by charter »

Empking wrote:Charter: How powerful is a tracker compared to a doc?
Tracker is slightly better.
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Post Post #754 (ISO) » Tue Apr 28, 2009 6:22 am

Post by StrangerCoug »

You know, it's a shame Mini 752: Super F11 got abandoned, because I thought it would work quite well for a semi-open setup. So I'm going to try to revive it by presenting it here.

SUPER F11
  • 12 players
  • Roles for nine of the players are selected at random from the following:
    1. 1 Mafia goon, 1 Mafia roleblocker, 7 vanilla townies
    2. 1 Mafia goon, 1 Mafia roleblocker, 1 cop, 1 doc, 5 vanilla townies
    3. 2 Mafia goons, 1 cop, 6 vanilla townies
    4. 2 Mafia goons, 1 doc, 6 vanilla townies
  • The other three roles are selected at random again from the following:
    1. 1 Mafia tracker, 2 vanilla townies
    2. 1 Mafia tracker, 1 backup cop, 1 backup doc
    3. 1 Mafia goon, 1 backup cop, 1 vanilla townie
    4. 1 Mafia goon, 1 backup doctor, 1 vanilla townie
So... worth a revival?
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Post Post #755 (ISO) » Tue Apr 28, 2009 10:58 am

Post by skitzer »

Interesting.
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Post Post #756 (ISO) » Wed Apr 29, 2009 10:12 am

Post by orangepenguin »

Secret Word:
A word is chosen by the mod. If any players say it any time during the game, they will be modkilled at the end of the day, to ensure the word isn't given away.
-Only way to kill mafia is by lynches.
-Mafia know word, the rest of town do not. They are still modkilled if they say it.
Large set-up, lots of players. No nights?
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Post Post #757 (ISO) » Wed Apr 29, 2009 10:26 am

Post by charter »

orangepenguin wrote:Secret Word:
A word is chosen by the mod. If any players say it any time during the game, they will be modkilled at the end of the day, to ensure the word isn't given away.
-Only way to kill mafia is by lynches.
-Mafia know word, the rest of town do not. They are still modkilled if they say it.
Large set-up, lots of players. No nights?
I think there was talk about this at some point, but I think it really encourages lurking. After all, if you don't post, you can't be killed by the word.
What type of word were you thinking about? Something really common like "lynch" or less common like "mafiosa" or rare like "ballerina"?
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Post Post #758 (ISO) » Thu Apr 30, 2009 8:23 am

Post by Empking »

Cult F11


2 Mafia

50% 1 Cult

1 Vig
1 RB if neither/both Cult + Cop
50% 1 Cop
3-6 Vanilla Townies
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #759 (ISO) » Thu Apr 30, 2009 8:25 am

Post by Wall-E »

orangepenguin wrote:Secret Word:
A word is chosen by the mod. If any players say it any time during the game, they will be modkilled at the end of the day, to ensure the word isn't given away.
-Only way to kill mafia is by lynches.
-Mafia know word, the rest of town do not. They are still modkilled if they say it.
Large set-up, lots of players. No nights?
OH FFFFF YES
NOMINATED
OR WHATEVER WE DO TO MAKE THINGS HAPPEN
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Post Post #760 (ISO) » Thu Apr 30, 2009 8:28 am

Post by Empking »

Wall-E wrote:
orangepenguin wrote:Secret Word:
A word is chosen by the mod. If any players say it any time during the game, they will be modkilled at the end of the day, to ensure the word isn't given away.
-Only way to kill mafia is by lynches.
-Mafia know word, the rest of town do not. They are still modkilled if they say it.
Large set-up, lots of players. No nights?
OH FFFFF YES
NOMINATED
OR WHATEVER WE DO TO MAKE THINGS HAPPEN
Is it normal? If it is:
Second
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Post Post #761 (ISO) » Thu Apr 30, 2009 10:12 am

Post by farside22 »

Empking wrote:
Wall-E wrote:
orangepenguin wrote:Secret Word:
A word is chosen by the mod. If any players say it any time during the game, they will be modkilled at the end of the day, to ensure the word isn't given away.
-Only way to kill mafia is by lynches.
-Mafia know word, the rest of town do not. They are still modkilled if they say it.
Large set-up, lots of players. No nights?
OH FFFFF YES
NOMINATED
OR WHATEVER WE DO TO MAKE THINGS HAPPEN
Is it normal? If it is:
Second
This is not normal
Off to theme for you!
Sarcasm is just a way of saying how stupid you think someone is but in a more polite way.
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Post Post #762 (ISO) » Thu Apr 30, 2009 10:43 am

Post by charter »

Empking wrote:
Cult F11


2 Mafia

50% 1 Cult

1 Vig
1 RB if neither/both Cult + Cop
50% 1 Cop
3-6 Vanilla Townies
I don't think you can have a setup that is balanced where 50% of the time, there is a cult leader, and 50% of the time that slot is just filled by a townie.
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Post Post #763 (ISO) » Thu Apr 30, 2009 11:18 am

Post by zwetschenwasser »

1 Unrecruitable Cultleader Assasin
1 NK immune Cult Leader
2 Unrecruitable Townies
2 Mafia (recruitable with cumulative win condition)
1 Cop
5 Townies.
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Post Post #764 (ISO) » Thu Apr 30, 2009 11:45 am

Post by chenhsi »

orangepenguin wrote:Secret Word:
A word is chosen by the mod. If any players say it any time during the game, they will be modkilled at the end of the day, to ensure the word isn't given away.
-Only way to kill mafia is by lynches.
-Mafia know word, the rest of town do not. They are still modkilled if they say it.
Large set-up, lots of players. No nights?
What about each player gets a different word that they can't say. Also, each player get's the death word of another player.
I lost the game.
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Post Post #765 (ISO) » Fri May 01, 2009 3:40 am

Post by Crazy »

What's the point of the Secret Word thing? It discourages activity, it doesn't reward skill, and if the town discover what the word is, then the setup is broken.
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Post Post #766 (ISO) » Fri May 01, 2009 7:41 am

Post by LonelyPatriot »

Hi. I'm new to this particular site but I have played mafia on another site in the past.

I was wondering where I can find a shorter game to play in? I've checked the forum, and it seems that most games go on for months. What is the rationale of dragging out the games for such a long time? Where I play, we usually finish a game every week instead.

I don't mean to be disrespectful; I'm honestly curious and would appreciate this question to be answered. Thank you.
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Post Post #767 (ISO) » Fri May 01, 2009 7:59 am

Post by mykonian »

LP, this is obviously not the place to ask it, but here we go:

games that take under a week, you only see here during marathon day. Those games take maximally a few hours, most times less.

Further, some games are "fast" but still take many weeks. This has sometimes to do with low activity levels, but also with the need of town to get as much information as possible. Some games indeed just drag out :(

that means that activity is not so much a problem for you, you can check your game daily, and keep up with it, or perhaps by looking at it twice a day.
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Post Post #768 (ISO) » Fri May 01, 2009 8:25 am

Post by Adel »

LonelyPatriot wrote: What is the rationale of dragging out the games for such a long time? Where I play, we usually finish a game every week instead.
we are just hardcore like that. Some games do stall out and drag on for far too long, but many remain full of active posting and deep analysis for months. Generally the smaller the game the faster it is. Open 145 Lovers Mafia is still taking two players, you can sign up at http://www.mafiascum.net/forum/viewtopi ... start=1000 -- with six players that is probably the quickest setup that gets run here.
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Post Post #769 (ISO) » Fri May 01, 2009 8:37 am

Post by mykonian »

Adel, farside used the wrong name for the setup. It is the polygamist setup, that means 12 players.

but I can tell you that it won´t be that slow. I´m in it :)
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Post Post #770 (ISO) » Fri May 01, 2009 8:40 am

Post by Adel »

lol. polygamist and lovers are practically the same game, and take about the same amount of time to play.


polygamist4 Goon Lovers
8 Lovers

Nightless


The Goon Lovers are all lovers together, so if any one dies they all die.
The Townie lovers are tied together in pairs. Each pair dies together.

lovers mafia2 Mafia Goon Lovers
4 Townie

Nightless

Presuming that the mafia aren't on a fellow mafia's lynch it requires every member of the town to lynch the mafia.
The game can end day 1
The mafia may be able to talk outside the thread.
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Post Post #771 (ISO) » Fri May 01, 2009 8:51 am

Post by mykonian »

actually, after previous game, it seems that polygamist can be a bit more favored for town, but that is something I want to test out now.

but you are right, only 2 day's both.
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Post Post #772 (ISO) » Fri May 01, 2009 8:55 am

Post by Empking »

mykonian wrote:actually, after previous game, it seems that polygamist can be a bit more favored for town.
Really?

With more players it seems like there would be more room to neither defend or bus your entire scum team.
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Post Post #773 (ISO) » Sat May 02, 2009 12:22 am

Post by Empking »

Cult Texas Mafia


1 NK-Immune Cult Leader

11 Vigs

Vigs lose power when culted.
Last edited by Empking on Sat May 02, 2009 12:35 am, edited 1 time in total.
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Post Post #774 (ISO) » Sat May 02, 2009 12:24 am

Post by hohum »

Cult Utah Mafia


1 NK-Immune Cult Leader
250 Poly Townie Lovers

Everyone dies at once.
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